Hi folks,
Anyone had any joy with coding these on IOS. Just wandering if there is anything to take into when compared to standarad UDK. I.e. because I'm extending from GamePawn / MobilePawn does that knackered up any of the pickp factory stuff?
I'm pretty much just trying to add a small health vial back in. Which is extending from pickupfactory.
The result I'm having is that the vial appears but I cannot pick it up.
Many thanks for your time and help!
Greg
SOLVED was missing bCanPickupInventory = true; from the pawn in default properties I'd put it in the wrong place.
WIP code
Code:class UTPickupFactory_HealthVial extends PickupFactory ClassGroup(Pickups,Health); var int HealAmount; var DynamicLightEnvironmentComponent LightEnvironment; var SoundCue PickupSound; /** * Give the benefit of this pickup to the recipient */ function SpawnCopyFor( Pawn Recipient ) { // Give health to recipient Recipient.Health += HealAmount; Recipient.MakeNoise(0.1); PlaySound( PickupSound ); if ( PlayerController(Recipient.Controller) != None ) { PlayerController(Recipient.Controller).ReceiveLocalizedMessage(MessageClass,,,,class); } } defaultproperties { HealAmount=10.0 //RespawnTime=30.000000 PickupSound="" InventoryType=class'Inventory' Begin Object Class=DynamicLightEnvironmentComponent Name=PickupLightEnvironmentNerp LightShadowMode=LightShadow_Modulate bSynthesizeSHLight=TRUE bUseBooleanEnvironmentShadowing=FALSE ModShadowFadeoutTime=0.75f bIsCharacterLightEnvironment=TRUE bAllowDynamicShadowsOnTranslucency=TRUE End Object Components.Add(PickupLightEnvironmentNerp) LightEnvironment=PickupLightEnvironmentNerp Begin Object Class=StaticMeshComponent Name=HealthPickUpMesh CastShadow=FALSE bCastDynamicShadow=FALSE bAcceptsLights=TRUE bForceDirectLightMap=TRUE LightEnvironment=PickupLightEnvironmentNerp StaticMesh=StaticMesh'Pickups.Health_Small.Mesh.S_Pickups_Health_Small' AlwaysLoadOnClient=true AlwaysLoadOnServer=true CollideActors=false BlockActors=false BlockRigidBody=false MaxDrawDistance=4500 End Object PickupMesh=HealthPickUpMesh Components.Add(HealthPickUpMesh) Begin Object Class=DynamicLightEnvironmentComponent Name=PickupLightEnvironment LightShadowMode=LightShadow_Modulate bSynthesizeSHLight=TRUE bUseBooleanEnvironmentShadowing=FALSE ModShadowFadeoutTime=0.75f bIsCharacterLightEnvironment=TRUE bAllowDynamicShadowsOnTranslucency=TRUE End Object Components.Add(PickupLightEnvironment) bMovable=FALSE bStatic=FALSE }
ooh and the pawn code if its needed?
Code:class MAAHDAMNPAWN extends UDKPawn; var SkeletalMesh defaultMesh; var MaterialInterface defaultMaterial0; var AnimTree defaultAnimTree; var array<AnimSet> defaultAnimSet; var AnimNodeSequence defaultAnimSeq; var PhysicsAsset defaultPhysicsAsset; var() SkeletalMeshComponent SkeletalMeshComponent; var DynamicLightEnvironmentComponent LightEnvironment; function AddDefaultInventory() { InvManager.CreateInventory(class'MAAHN.MaahDamnGun'); } defaultproperties { InventoryManagerClass=class'MAAHN.MaahInventoryManager' Begin Object Name=CollisionCylinder CollisionRadius=65 CollisionHeight=50 Translation=(X=0.0,Y=0.0,Z=0.0) End Object CylinderComponent=CollisionCylinder Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment LightShadowMode=LightShadow_Modulate bSynthesizeSHLight=TRUE bUseBooleanEnvironmentShadowing=FALSE ModShadowFadeoutTime=0.75f bIsCharacterLightEnvironment=TRUE bAllowDynamicShadowsOnTranslucency=TRUE End Object Components.Add(MyLightEnvironment) LightEnvironment=MyLightEnvironment Begin Object Class=SkeletalMeshComponent Name=PawnMesh SkeletalMesh=SkeletalMesh'squig.squig' AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human' LightEnvironment=MyLightEnvironment AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale' PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics' HiddenGame=false CastShadow=true //FIXME bUpdateSkelWhenNotRendered=False bTickAnimNodesWhenNotRendered=False bIgnoreControllersWhenNotRendered=True bUpdateKinematicBonesFromAnimation=false bCastDynamicShadow=false End Object Mesh=PawnMesh Components.Add(PawnMesh) GroundSpeed=500.000000 Health=10 }






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